Shader "Custom/NewSurfaceShader 1"
{
    Properties{
         _MainTex("Base (RGB)", 2D) = "white" {}
         _MaskValue("Mask Value(0-1)",Range(0,1)) = 0.1
    }
        SubShader{
            Tags { "RenderType" = "Transparent" }
            LOD 200

            CGPROGRAM
            #pragma surface surf Lambert alpha  

            sampler2D _MainTex;
            float _MaskValue;

            struct Input {
                float2 uv_MainTex;
            };

            void surf(Input IN, inout SurfaceOutput o) {
                half4 c = tex2D(_MainTex, IN.uv_MainTex);
                    if (c.r + c.g + c.b < _MaskValue) {
                     c.a = 0;
                    }
                o.Albedo = c.rgb;
                o.Alpha = c.a;
            }
            ENDCG
         }
             FallBack "Diffuse"


}
